Build 0.18.4.0
This commit is contained in:
@@ -245,7 +245,7 @@ namespace Barotrauma
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{
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get
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{
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if (IgnoreAtOutpost && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
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if (IgnoreAtOutpost && Level.IsLoadedFriendlyOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
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{
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if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID))
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{
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+23
-10
@@ -48,16 +48,29 @@ namespace Barotrauma
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}
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else
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{
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float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
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float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
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// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
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float distanceFactor = isPriority || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 3000, xDist + yDist * 3.0f));
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float severity = isPriority ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
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float reduction = isPriority ? 1 : 2;
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float max = AIObjectiveManager.LowestOrderPriority - reduction;
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float devotion = CumulatedDevotion / 100;
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Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
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float maxPriority = AIObjectiveManager.LowestOrderPriority - reduction;
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if (operateObjective != null && objectiveManager.GetActiveObjective<AIObjectiveFixLeaks>() is AIObjectiveFixLeaks fixLeaks && fixLeaks.CurrentSubObjective == this)
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{
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// Prioritize leaks that we are already fixing
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Priority = maxPriority;
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}
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else
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{
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float xDist = Math.Abs(character.WorldPosition.X - Leak.WorldPosition.X);
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float yDist = Math.Abs(character.WorldPosition.Y - Leak.WorldPosition.Y);
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// Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally).
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// If the target is close, ignore the distance factor alltogether so that we keep fixing the leaks that are nearby.
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float distanceFactor = isPriority || xDist < 200 && yDist < 100 ? 1 : MathHelper.Lerp(1, 0.1f, MathUtils.InverseLerp(0, 3000, xDist + yDist * 3.0f));
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if (Leak.linkedTo.Any(e => e is Hull h && h == character.CurrentHull))
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{
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// Double the distance when the leak can be accessed from the current hull.
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distanceFactor *= 2;
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}
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float severity = isPriority ? 1 : AIObjectiveFixLeaks.GetLeakSeverity(Leak) / 100;
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float devotion = CumulatedDevotion / 100;
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Priority = MathHelper.Lerp(0, maxPriority, MathHelper.Clamp(devotion + (severity * distanceFactor * PriorityModifier), 0, 1));
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}
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}
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return Priority;
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}
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@@ -202,7 +215,7 @@ namespace Barotrauma
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// This is an approximation, because we don't know the exact reach until the pose is taken.
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// And even then the actual range depends on the direction we are aiming to.
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// Found out that without any multiplier the value (209) is often too short.
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return repairTool.Range + armLength * 1.3f;
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return repairTool.Range + armLength * 2;
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}
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}
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}
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+19
-1
@@ -185,6 +185,11 @@ namespace Barotrauma
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{
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PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null);
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}
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else
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{
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PathSteering.ResetPath();
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PathSteering.Reset();
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}
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}
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else
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{
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@@ -290,12 +295,25 @@ namespace Barotrauma
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{
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PathSteering.SteeringSeek(character.GetRelativeSimPosition(currentTarget), weight: 1, nodeFilter: node => node.Waypoint.CurrentHull != null);
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}
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else
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{
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PathSteering.ResetPath();
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PathSteering.Reset();
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}
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}
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}
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public void Wander(float deltaTime)
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{
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if (character.IsClimbing) { return; }
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if (character.IsClimbing)
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{
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if (character.AnimController.GetHeightFromFloor() < 0.1f)
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{
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character.AnimController.Anim = AnimController.Animation.None;
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character.SelectedConstruction = null;
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}
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return;
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}
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var currentHull = character.CurrentHull;
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if (!character.AnimController.InWater && currentHull != null)
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{
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+1
-1
@@ -142,7 +142,7 @@ namespace Barotrauma
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}
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var order = new Order(orderPrefab, autonomousObjective.Option, item ?? character.CurrentHull as Entity, orderPrefab.GetTargetItemComponent(item), orderGiver: character);
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if (order == null) { continue; }
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if ((order.IgnoreAtOutpost || autonomousObjective.IgnoreAtOutpost) && Level.IsLoadedOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
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if ((order.IgnoreAtOutpost || autonomousObjective.IgnoreAtOutpost) && Level.IsLoadedFriendlyOutpost && character.TeamID != CharacterTeamType.FriendlyNPC)
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{
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if (Submarine.MainSub != null && Submarine.MainSub.DockedTo.None(s => s.TeamID != CharacterTeamType.FriendlyNPC && s.TeamID != character.TeamID))
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{
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+1
-1
@@ -238,7 +238,7 @@ namespace Barotrauma
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};
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if (repairTool != null)
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{
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objective.CloseEnough = repairTool.Range * 0.75f;
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objective.CloseEnough = AIObjectiveFixLeak.CalculateReach(repairTool, character);
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}
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return objective;
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},
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